They thrived thanks to a concept [Will] Wright calls possibility space: the scope of actions or reactions a player can undertake. Most videogames give players a narrow possibility space: Do you want to kill the bad guys with bullets or grenades? Take the door on the right or the left?
Wright and his team at Maxis, the development studio he cofounded in 1987, blew past those constraints, creating an infinitely flexible gameworld limited only by the skill and imagination of the player. In Wright’s best work, players have so much leeway to determine their own objectives that the distinction between game player and game designer blurs.on The Sims, SimCity via “Will Wright Wants to Make a Game Out of Life Itself,” Wired, 20.08 issue